2 Copyright (C) 2003, 2010 - Wolfire Games
3 Copyright (C) 2010-2016 - Lugaru contributors (see AUTHORS file)
5 This file is part of Lugaru.
7 Lugaru is free software; you can redistribute it and/or modify
8 it under the terms of the GNU General Public License as published by
9 the Free Software Foundation; either version 2 of the License, or
10 (at your option) any later version.
12 Lugaru is distributed in the hope that it will be useful,
13 but WITHOUT ANY WARRANTY; without even the implied warranty of
14 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
15 GNU General Public License for more details.
17 You should have received a copy of the GNU General Public License
18 along with Lugaru. If not, see <http://www.gnu.org/licenses/>.
23 #include "Animation/Animation.hpp"
24 #include "Audio/openal_wrapper.hpp"
25 #include "Graphic/Texture.hpp"
26 #include "Menu/Menu.hpp"
27 #include "Utils/Folders.hpp"
29 extern float screenwidth, screenheight;
30 extern float viewdistance;
32 extern float fadestart;
33 extern float texscale;
36 extern Terrain terrain;
37 extern int kTextureSize;
38 extern float texdetail;
39 extern float realtexdetail;
42 extern bool cellophane;
43 extern GLubyte bloodText[512 * 512 * 3];
44 extern GLubyte wolfbloodText[512 * 512 * 3];
45 extern bool ismotionblur;
46 extern bool trilinear;
47 extern bool musictoggle;
48 extern int environment;
49 extern bool ambientsound;
50 extern float multiplier;
51 extern int netdatanew;
53 extern bool stillloading;
55 extern bool visibleloading;
56 extern float flashamount, flashr, flashg, flashb;
57 extern int flashdelay;
58 extern int whichjointstartarray[26];
59 extern int whichjointendarray[26];
60 extern float slomospeed;
61 extern bool gamestarted;
63 extern float accountcampaignhighscore[10];
64 extern float accountcampaignfasttime[10];
65 extern float accountcampaignscore[10];
66 extern float accountcampaigntime[10];
68 extern int accountcampaignchoicesmade[10];
69 extern int accountcampaignchoices[10][5000];
71 void LOG(const std::string&, ...)
73 // !!! FIXME: write me.
80 if (Game::endgame == 2) {
81 Account::active().endGame();
85 Account::saveFile(Folders::getUserSavePath());
89 LOG("Shutting down sound system...");
91 OPENAL_StopSound(OPENAL_ALL);
93 // this is causing problems on Linux, but we'll force an _exit() a little
94 // later in the shutdown process. --ryan.
97 for (int i = 0; i < sounds_count; ++i) {
98 OPENAL_Sample_Free(samp[i]);
108 textmono = new Text();
109 skybox = new SkyBox();
112 void Game::deleteGame()
118 glDeleteTextures(1, &screentexture);
119 glDeleteTextures(1, &screentexture2);
124 void LoadSave(const std::string& fileName, GLubyte* array)
128 LOG(std::string("Loading (S)...") + fileName);
131 float temptexdetail = texdetail;
136 if (!load_image(Folders::getResourcePath(fileName).c_str(), texture)) {
137 texdetail = temptexdetail;
140 texdetail = temptexdetail;
142 int bytesPerPixel = texture.bpp / 8;
145 for (int i = 0; i < (int)(texture.sizeY * texture.sizeX * bytesPerPixel); i++) {
146 if ((i + 1) % 4 || bytesPerPixel == 3) {
147 array[tempnum] = texture.data[i];
153 //***************> ResizeGLScene() <******/
154 GLvoid Game::ReSizeGLScene(float fov, float pnear)
156 if (screenheight == 0) {
160 glViewport(0, 0, screenwidth, screenheight);
162 glMatrixMode(GL_PROJECTION);
165 gluPerspective(fov, (GLfloat)screenwidth / (GLfloat)screenheight, pnear, viewdistance);
167 glMatrixMode(GL_MODELVIEW);
171 void Game::LoadingScreen()
173 if (!visibleloading) {
177 static float loadprogress;
178 static AbsoluteTime frametime = { 0, 0 };
179 AbsoluteTime currTime = UpTime();
180 double deltaTime = (float)AbsoluteDeltaToDuration(currTime, frametime);
182 if (0 > deltaTime) // if negative microseconds
183 deltaTime /= -1000000.0;
184 else // else milliseconds
187 multiplier = deltaTime;
188 if (multiplier < .001)
192 if (multiplier > .05) {
193 frametime = currTime; // reset for next time interval
197 glClearColor(0, 0, 0, 1);
198 glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
200 loadtime += multiplier * 4;
202 loadprogress = loadtime;
203 if (loadprogress > 100)
208 glEnable(GL_TEXTURE_2D);
209 loadscreentexture.bind();
210 glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
211 glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
212 glDisable(GL_DEPTH_TEST);
213 glDisable(GL_CULL_FACE);
214 glDisable(GL_LIGHTING);
216 glMatrixMode(GL_PROJECTION);
219 glOrtho(0, screenwidth, 0, screenheight, -100, 100);
220 glMatrixMode(GL_MODELVIEW);
223 glTranslatef(screenwidth / 2, screenheight / 2, 0);
224 glScalef((float)screenwidth / 2, (float)screenheight / 2, 1);
225 glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
227 glColor4f(loadprogress / 100, loadprogress / 100, loadprogress / 100, 1);
230 glTexCoord2f(.1 - loadprogress / 100, 0 + loadprogress / 100 + .3);
231 glVertex3f(-1, -1, 0.0f);
232 glTexCoord2f(.1 - loadprogress / 100, 0 + loadprogress / 100 + .3);
233 glVertex3f(1, -1, 0.0f);
234 glTexCoord2f(.1 - loadprogress / 100, 1 + loadprogress / 100 + .3);
235 glVertex3f(1, 1, 0.0f);
236 glTexCoord2f(.1 - loadprogress / 100, 1 + loadprogress / 100 + .3);
237 glVertex3f(-1, 1, 0.0f);
243 glTexCoord2f(.4 + loadprogress / 100, 0 + loadprogress / 100);
244 glVertex3f(-1, -1, 0.0f);
245 glTexCoord2f(.4 + loadprogress / 100, 0 + loadprogress / 100);
246 glVertex3f(1, -1, 0.0f);
247 glTexCoord2f(.4 + loadprogress / 100, 1 + loadprogress / 100);
248 glVertex3f(1, 1, 0.0f);
249 glTexCoord2f(.4 + loadprogress / 100, 1 + loadprogress / 100);
250 glVertex3f(-1, 1, 0.0f);
253 glDisable(GL_TEXTURE_2D);
254 glMatrixMode(GL_PROJECTION);
256 glMatrixMode(GL_MODELVIEW);
261 glEnable(GL_TEXTURE_2D);
262 loadscreentexture.bind();
263 glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
264 glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
265 glDisable(GL_DEPTH_TEST);
266 glDisable(GL_CULL_FACE);
267 glDisable(GL_LIGHTING);
269 glMatrixMode(GL_PROJECTION);
272 glOrtho(0, screenwidth, 0, screenheight, -100, 100);
273 glMatrixMode(GL_MODELVIEW);
276 glTranslatef(screenwidth / 2, screenheight / 2, 0);
277 glScalef((float)screenwidth / 2 * (1.5 - (loadprogress) / 200), (float)screenheight / 2 * (1.5 - (loadprogress) / 200), 1);
278 glBlendFunc(GL_SRC_ALPHA, GL_ONE);
280 glColor4f(loadprogress / 100, loadprogress / 100, loadprogress / 100, 1);
283 glTexCoord2f(0 + .5, 0 + .5);
284 glVertex3f(-1, -1, 0.0f);
285 glTexCoord2f(1 + .5, 0 + .5);
286 glVertex3f(1, -1, 0.0f);
287 glTexCoord2f(1 + .5, 1 + .5);
288 glVertex3f(1, 1, 0.0f);
289 glTexCoord2f(0 + .5, 1 + .5);
290 glVertex3f(-1, 1, 0.0f);
293 glDisable(GL_TEXTURE_2D);
294 glMatrixMode(GL_PROJECTION);
296 glMatrixMode(GL_MODELVIEW);
301 glEnable(GL_TEXTURE_2D);
302 loadscreentexture.bind();
303 glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
304 glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
305 glDisable(GL_DEPTH_TEST);
306 glDisable(GL_CULL_FACE);
307 glDisable(GL_LIGHTING);
309 glMatrixMode(GL_PROJECTION);
312 glOrtho(0, screenwidth, 0, screenheight, -100, 100);
313 glMatrixMode(GL_MODELVIEW);
316 glTranslatef(screenwidth / 2, screenheight / 2, 0);
317 glScalef((float)screenwidth / 2 * (100 + loadprogress) / 100, (float)screenheight / 2 * (100 + loadprogress) / 100, 1);
318 glBlendFunc(GL_SRC_ALPHA, GL_ONE);
320 glColor4f(loadprogress / 100, loadprogress / 100, loadprogress / 100, .4);
323 glTexCoord2f(0 + .2, 0 + .8);
324 glVertex3f(-1, -1, 0.0f);
325 glTexCoord2f(1 + .2, 0 + .8);
326 glVertex3f(1, -1, 0.0f);
327 glTexCoord2f(1 + .2, 1 + .8);
328 glVertex3f(1, 1, 0.0f);
329 glTexCoord2f(0 + .2, 1 + .8);
330 glVertex3f(-1, 1, 0.0f);
333 glDisable(GL_TEXTURE_2D);
334 glMatrixMode(GL_PROJECTION);
336 glMatrixMode(GL_MODELVIEW);
343 if (flashamount > 0) {
347 flashamount -= multiplier;
351 glDisable(GL_DEPTH_TEST);
352 glDisable(GL_CULL_FACE);
353 glDisable(GL_LIGHTING);
354 glDisable(GL_TEXTURE_2D);
356 glMatrixMode(GL_PROJECTION);
359 glOrtho(0, screenwidth, 0, screenheight, -100, 100);
360 glMatrixMode(GL_MODELVIEW);
363 glScalef(screenwidth, screenheight, 1);
364 glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
366 glColor4f(flashr, flashg, flashb, flashamount);
368 glVertex3f(0, 0, 0.0f);
369 glVertex3f(256, 0, 0.0f);
370 glVertex3f(256, 256, 0.0f);
371 glVertex3f(0, 256, 0.0f);
373 glMatrixMode(GL_PROJECTION);
375 glMatrixMode(GL_MODELVIEW);
377 glEnable(GL_DEPTH_TEST);
378 glEnable(GL_CULL_FACE);
387 void FadeLoadingScreen(float howmuch)
389 static float loadprogress;
393 glClearColor(0, 0, 0, 1);
394 glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
396 loadprogress = howmuch;
400 glDisable(GL_TEXTURE_2D);
401 glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
402 glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
403 glDisable(GL_DEPTH_TEST);
404 glDisable(GL_CULL_FACE);
405 glDisable(GL_LIGHTING);
407 glMatrixMode(GL_PROJECTION);
410 glOrtho(0, screenwidth, 0, screenheight, -100, 100);
411 glMatrixMode(GL_MODELVIEW);
414 glTranslatef(screenwidth / 2, screenheight / 2, 0);
415 glScalef((float)screenwidth / 2, (float)screenheight / 2, 1);
416 glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
418 glColor4f(loadprogress / 100, 0, 0, 1);
422 glVertex3f(-1, -1, 0.0f);
424 glVertex3f(1, -1, 0.0f);
426 glVertex3f(1, 1, 0.0f);
428 glVertex3f(-1, 1, 0.0f);
431 glDisable(GL_TEXTURE_2D);
432 glMatrixMode(GL_PROJECTION);
434 glMatrixMode(GL_MODELVIEW);
442 void Game::InitGame()
446 numchallengelevels = 14;
448 Account::loadFile(Folders::getUserSavePath());
450 whichjointstartarray[0] = righthip;
451 whichjointendarray[0] = rightfoot;
453 whichjointstartarray[1] = righthip;
454 whichjointendarray[1] = rightankle;
456 whichjointstartarray[2] = righthip;
457 whichjointendarray[2] = rightknee;
459 whichjointstartarray[3] = rightknee;
460 whichjointendarray[3] = rightankle;
462 whichjointstartarray[4] = rightankle;
463 whichjointendarray[4] = rightfoot;
465 whichjointstartarray[5] = lefthip;
466 whichjointendarray[5] = leftfoot;
468 whichjointstartarray[6] = lefthip;
469 whichjointendarray[6] = leftankle;
471 whichjointstartarray[7] = lefthip;
472 whichjointendarray[7] = leftknee;
474 whichjointstartarray[8] = leftknee;
475 whichjointendarray[8] = leftankle;
477 whichjointstartarray[9] = leftankle;
478 whichjointendarray[9] = leftfoot;
480 whichjointstartarray[10] = abdomen;
481 whichjointendarray[10] = rightshoulder;
483 whichjointstartarray[11] = abdomen;
484 whichjointendarray[11] = rightelbow;
486 whichjointstartarray[12] = abdomen;
487 whichjointendarray[12] = rightwrist;
489 whichjointstartarray[13] = abdomen;
490 whichjointendarray[13] = righthand;
492 whichjointstartarray[14] = rightshoulder;
493 whichjointendarray[14] = rightelbow;
495 whichjointstartarray[15] = rightelbow;
496 whichjointendarray[15] = rightwrist;
498 whichjointstartarray[16] = rightwrist;
499 whichjointendarray[16] = righthand;
501 whichjointstartarray[17] = abdomen;
502 whichjointendarray[17] = leftshoulder;
504 whichjointstartarray[18] = abdomen;
505 whichjointendarray[18] = leftelbow;
507 whichjointstartarray[19] = abdomen;
508 whichjointendarray[19] = leftwrist;
510 whichjointstartarray[20] = abdomen;
511 whichjointendarray[20] = lefthand;
513 whichjointstartarray[21] = leftshoulder;
514 whichjointendarray[21] = leftelbow;
516 whichjointstartarray[22] = leftelbow;
517 whichjointendarray[22] = leftwrist;
519 whichjointstartarray[23] = leftwrist;
520 whichjointendarray[23] = lefthand;
522 whichjointstartarray[24] = abdomen;
523 whichjointendarray[24] = neck;
525 whichjointstartarray[25] = neck;
526 whichjointendarray[25] = head;
528 FadeLoadingScreen(0);
532 int temptexdetail = texdetail;
534 text->LoadFontTexture("Textures/Font.png");
536 textmono->LoadFontTexture("Textures/FontMono.png");
537 textmono->BuildFont();
538 texdetail = temptexdetail;
540 FadeLoadingScreen(10);
552 LOG("Initializing sound system...");
554 OPENAL_Init(44100, 32, 0);
556 OPENAL_SetSFXMasterVolume((int)(volume * 255));
560 emit_stream_np(stream_menutheme);
562 cursortexture.load("Textures/Cursor.png", 0);
564 Mapcircletexture.load("Textures/MapCircle.png", 0);
565 Mapboxtexture.load("Textures/MapBox.png", 0);
566 Maparrowtexture.load("Textures/MapArrow.png", 0);
568 temptexdetail = texdetail;
571 Mainmenuitems[0].load("Textures/Lugaru.png", 0);
572 Mainmenuitems[1].load("Textures/NewGame.png", 0);
573 Mainmenuitems[2].load("Textures/Options.png", 0);
574 Mainmenuitems[3].load("Textures/Quit.png", 0);
575 Mainmenuitems[4].load("Textures/Eyelid.png", 0);
576 Mainmenuitems[5].load("Textures/Resume.png", 0);
577 Mainmenuitems[6].load("Textures/EndGame.png", 0);
579 texdetail = temptexdetail;
581 FadeLoadingScreen(95);
587 firstLoadDone = false;
590 newscreenwidth = screenwidth;
591 newscreenheight = screenheight;
595 Animation::loadAll();
598 void Game::LoadScreenTexture()
600 glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
602 if (!Game::screentexture)
603 glGenTextures(1, &Game::screentexture);
604 glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
606 glEnable(GL_TEXTURE_2D);
607 glBindTexture(GL_TEXTURE_2D, Game::screentexture);
608 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
609 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
611 glCopyTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, 0, 0, kTextureSize, kTextureSize, 0);
614 //TODO: move LoadStuff() closer to GameTick.cpp to get rid of various vars shared in Game.hpp
615 /* Loads models and textures which only needs to be loaded once */
616 void Game::LoadStuff()
619 float viewdistdetail;
628 visibleloading = false; //don't use loadscreentexture yet
629 loadscreentexture.load("Textures/Fire.jpg", 1);
630 visibleloading = true;
632 temptexdetail = texdetail;
634 text->LoadFontTexture("Textures/Font.png");
636 textmono->LoadFontTexture("Textures/FontMono.png");
637 textmono->BuildFont();
638 texdetail = temptexdetail;
641 viewdistance = 50 * megascale * viewdistdetail;
646 } else if (detail == 1) {
654 realtexdetail = texdetail;
658 terrain.shadowtexture.load("Textures/Shadow.png", 0);
659 terrain.bloodtexture.load("Textures/Blood.png", 0);
660 terrain.breaktexture.load("Textures/Break.png", 0);
661 terrain.bloodtexture2.load("Textures/Blood.png", 0);
663 terrain.footprinttexture.load("Textures/Footprint.png", 0);
664 terrain.bodyprinttexture.load("Textures/Bodyprint.png", 0);
665 hawktexture.load("Textures/Hawk.png", 0);
667 Sprite::cloudtexture.load("Textures/Cloud.png", 1);
668 Sprite::cloudimpacttexture.load("Textures/CloudImpact.png", 1);
669 Sprite::bloodtexture.load("Textures/BloodParticle.png", 1);
670 Sprite::snowflaketexture.load("Textures/SnowFlake.png", 1);
671 Sprite::flametexture.load("Textures/Flame.png", 1);
672 Sprite::bloodflametexture.load("Textures/BloodFlame.png", 1);
673 Sprite::smoketexture.load("Textures/Smoke.png", 1);
674 Sprite::shinetexture.load("Textures/Shine.png", 1);
675 Sprite::splintertexture.load("Textures/Splinter.png", 1);
676 Sprite::leaftexture.load("Textures/Leaf.png", 1);
677 Sprite::toothtexture.load("Textures/Tooth.png", 1);
681 ReSizeGLScene(90, .01);
685 //Set up distant light
686 light.color[0] = .95;
687 light.color[1] = .95;
689 light.ambient[0] = .2;
690 light.ambient[1] = .2;
691 light.ambient[2] = .24;
692 light.location.x = 1;
693 light.location.y = 1;
694 light.location.z = -.2;
695 Normalise(&light.location);
704 texscale = .2 / megascale / viewdistdetail;
705 terrain.scale = 3 * megascale * viewdistdetail;
707 viewer.x = terrain.size / 2 * terrain.scale;
708 viewer.z = terrain.size / 2 * terrain.scale;
710 hawk.load("Models/Hawk.solid");
711 hawk.Scale(.03, .03, .03);
712 hawk.Rotate(90, 1, 1);
713 hawk.CalculateNormals(0);
714 hawk.ScaleNormals(-1, -1, -1);
715 hawkcoords.x = terrain.size / 2 * terrain.scale - 5 - 7;
716 hawkcoords.z = terrain.size / 2 * terrain.scale - 5 - 7;
717 hawkcoords.y = terrain.getHeight(hawkcoords.x, hawkcoords.z) + 25;
719 eye.load("Models/Eye.solid");
720 eye.Scale(.03, .03, .03);
721 eye.CalculateNormals(0);
723 cornea.load("Models/Cornea.solid");
724 cornea.Scale(.03, .03, .03);
725 cornea.CalculateNormals(0);
727 iris.load("Models/Iris.solid");
728 iris.Scale(.03, .03, .03);
729 iris.CalculateNormals(0);
731 LoadSave("Textures/BloodFur.png", &bloodText[0]);
732 LoadSave("Textures/WolfBloodFur.png", &wolfbloodText[0]);
739 //Fix knife stab, too lazy to do it manually
743 // FIXME - Why this uses skeleton.joints.size() and not Animation::numjoints? (are they equal?)
744 // It seems skeleton.joints.size() is 0 at this point, so this is useless.
745 for (unsigned i = 0; i < Person::players[0]->skeleton.joints.size(); i++) {
746 for (unsigned j = 0; j < Animation::animations[knifesneakattackanim].frames.size(); j++) {
747 Animation::animations[knifesneakattackanim].frames[j].joints[i].position += moveamount;
753 for (unsigned i = 0; i < Person::players[0]->skeleton.joints.size(); i++) {
754 for (unsigned j = 0; j < Animation::animations[knifesneakattackedanim].frames.size(); j++) {
755 Animation::animations[knifesneakattackedanim].frames[j].joints[i].position += moveamount;
761 for (unsigned i = 0; i < Person::players[0]->skeleton.joints.size(); i++) {
762 Animation::animations[dead1anim].frames[1].joints[i].position = Animation::animations[dead1anim].frames[0].joints[i].position;
763 Animation::animations[dead2anim].frames[1].joints[i].position = Animation::animations[dead2anim].frames[0].joints[i].position;
764 Animation::animations[dead3anim].frames[1].joints[i].position = Animation::animations[dead3anim].frames[0].joints[i].position;
765 Animation::animations[dead4anim].frames[1].joints[i].position = Animation::animations[dead4anim].frames[0].joints[i].position;
767 Animation::animations[dead1anim].frames[0].speed = 0.001;
768 Animation::animations[dead2anim].frames[0].speed = 0.001;
769 Animation::animations[dead3anim].frames[0].speed = 0.001;
770 Animation::animations[dead4anim].frames[0].speed = 0.001;
772 Animation::animations[dead1anim].frames[1].speed = 0.001;
773 Animation::animations[dead2anim].frames[1].speed = 0.001;
774 Animation::animations[dead3anim].frames[1].speed = 0.001;
775 Animation::animations[dead4anim].frames[1].speed = 0.001;
777 for (unsigned i = 0; i < Person::players[0]->skeleton.joints.size(); i++) {
778 for (unsigned j = 0; j < Animation::animations[swordsneakattackanim].frames.size(); j++) {
779 Animation::animations[swordsneakattackanim].frames[j].joints[i].position += moveamount;
783 for (unsigned j = 0; j < Animation::animations[swordsneakattackanim].frames.size(); j++) {
784 Animation::animations[swordsneakattackanim].frames[j].weapontarget += moveamount;
789 for (unsigned i = 0; i < Person::players[0]->skeleton.joints.size(); i++) {
790 for (unsigned j = 0; j < Animation::animations[swordsneakattackedanim].frames.size(); j++) {
791 Animation::animations[swordsneakattackedanim].frames[j].joints[i].position += moveamount;
797 if (!screentexture) {
801 if (targetlevel != 7) {
802 emit_sound_at(fireendsound);
809 visibleloading = false;
810 firstLoadDone = true;